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Metalopolis prone to close positions, why? - Page 10

Forum Index > SC2 General
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I apologize to everyone in this thread for taking the OP seriously. My mod senses are definitely off today.

-- Chill
Centorian
Profile Joined March 2010
United States95 Posts
February 15 2011 22:09 GMT
#181
Seeing other peoples numbers I'm starting to think this guy just trolled TL for 9 pages.
Insert witty statement here.
Myia
Profile Joined May 2010
173 Posts
February 15 2011 22:10 GMT
#182
^ or... you could just get approx 100 people from LT to submit to you all their replays from Metal over last goodness knows how long, and analyze them that way... might be faster...
I am the best SC2 player in the world! Except those that play Random, Protoss, Terran, or Zerg :(
Ihle
Profile Joined October 2010
Norway36 Posts
February 15 2011 22:11 GMT
#183
On February 16 2011 07:06 gerundium wrote:
Show nested quote +
On February 16 2011 07:04 Myia wrote:
Ok, so, I have just done 50 (not 100 as of yet, as wondering whether I should continue after my results so far, which are little.. well, different from the OP's...) and have got the following results.

Player vc Computer on Metal

Close by Ground - 13
Close by Air - 19
Cross Positions - 18

Certainly more variance in the positions. But mind, this was a sample half as big as the OP's supposed size... But shows what I think, that it is indeed totally random. Perhaps the OP, if he did
the test, was just very very unlucky...


He could definitely have gotten the 1:10000 shot, it its at least way more likely that we are reading about a 1000 to 1 shot on here, because posting about something like this becomes more likely as someone tests this and comes up with a statistical outlier.


It is not a statistical outlier, if everyone in the world opened metalopolis all day they would not get 72 out of 100, given the probability is 1/3. This is either a troll or a fault on the op, or it is a fault with the game.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2011-02-15 22:21:34
February 15 2011 22:11 GMT
#184
On February 16 2011 06:40 TheGrimace wrote:
...
How to check in sc2gears:

1. Open sc2gears, go to the replay analyzer and set chart type to "map view"
2. Drag and drop each replay
3. Note the spawn positions
4. Repeat
...

I used this method and went through 50 of my metalopolis games in my autosaved replay folder (dating from Jan 13 to Jan 24th) and found 15 games where I spawned close positions. I didn't bother to tally if the others were either close by air or cross, tho I probably should have. 15 / 50 = .3, 30% of the time spawning close spots. when I have more time later I'll go through more but just putting this out there for now. I suppose you'll just have to take my word for it

I forgot to check if any of these were vs the AI, but i'm pretty sure almost all or probably all were 1v1 player vs player, cus my test games vs the ai were usually on other maps, closer to the top of the map list
ModeratorBlame yourself or God
Deadeight
Profile Blog Joined September 2010
United Kingdom1629 Posts
Last Edited: 2011-02-15 22:12:18
February 15 2011 22:12 GMT
#185
On February 16 2011 07:07 aristarchus wrote:
70% is far enough from 1/3 to be [...] definitely obvious to a pro who is carefully practicing the map.


My thoughts exactly.


Kind of odd that the OP hasn't been posting too.
annul
Profile Blog Joined June 2010
United States2841 Posts
Last Edited: 2011-02-15 22:19:10
February 15 2011 22:16 GMT
#186
Pyrrhuloxia
Profile Blog Joined May 2008
United States6700 Posts
Last Edited: 2011-02-15 23:25:35
February 15 2011 22:18 GMT
#187
I have done 32 of 100 tests and I'm bored so I'm taking a break for an in-progress report:

+ Show Spoiler +
All tests were done as Terran vs. Random AI. Player 1 was me as orange and Player 2 was a Medium AI as blue. All tests were 1v1, Melee, Faster, and Locked Alliances.


31.25% Close Positions 10/32
43.75% (Close by) Air Positions 14/32
25% Far Positions 8/32

Player 1 Spawn Locations:
9/32 Left
9/32 Down
8/32 Right
6/32 Up

Player 2 Spawn Locations:
11/32 Up
8/32 Left
10/32 Down
3/32 Right

Player 2's Race (set to Random)
6/32 Zerg
13/32 Terran
13/32 Protoss

Hypothesis: Randomizer is working fine. P values are as overvalued as I perceived when I was in Statistics class, and lead to all sorts of great scientific discoveries like ESP: http://www.nytimes.com/2011/01/11/science/11esp.html

After 64:
Close Positions: 18/64
Air Positions: 24/64
Far Positions: 24/64

Player 1 Spawn Locations
17/64 Left
13/64 Down
16/64 Right
18/64 Up

Player 2 Spawn Locations
15/64 Up
12/64 Left
26/64 Down
11/64 Right

Player 2's Race
16/64 Zerg
22/64 Terran
25/64 Protoss
deejY
Profile Joined October 2010
Germany44 Posts
February 15 2011 22:23 GMT
#188
analyzed my last 30 ladder games on meta with sc2gears (AutoMM only)

9x cross
13x close-air
8x close
Dimagus
Profile Joined December 2010
United States1004 Posts
February 15 2011 22:24 GMT
#189
Does Battle.net determine starting locations if the game is zero/single player, or would it be determined client side? The OP's tests were custom games with himself against a computer so if the start positions are determined client-side then you're testing whether your own PC has an effective random number generator
TheGrimace
Profile Blog Joined May 2010
United States929 Posts
February 15 2011 22:25 GMT
#190
I have played or observed 31 Meta games with Automatic Replay Save since January 12th, and my breakdown was:

Close: 9
Air: 9
Cross: 13

So 29% Close and Air, 42% Cross.

I'll be interested to see the results of a single person performing the task in a smallish time frame. Keep it up Pyrrhuloxia.
eighteen8
Profile Joined December 2010
105 Posts
February 15 2011 22:27 GMT
#191
i quickly checked my sc2gears like zelniq for meta:
close gnd position: 37,2%
close air position: 37,2%
cross position: 25,6%
on a total number of 45 replays for meta

how about all these replay websites - there are some kind of statistics on their page (i guess these are values from uploaded replays)...maybe its also possible to do this with spawn positions.
Souai
Profile Joined December 2010
United States47 Posts
February 15 2011 22:31 GMT
#192
I did 100 goes of it spectating TvT medium AI for 99 of the 100 games (first game is random v random)Replays

Results were:
37 Close
34 Air
29 Cross

It seems the OP had a very unusual experience, used a tainted data pool, or is trolling everyone, shrug.
pelicanguy
Profile Joined November 2010
1 Post
February 15 2011 22:32 GMT
#193
Assuming these data are real.

Using an exact binomial test with p = 1/3 and number of successes = 72:

P-value = 3.338*10^-15

95% confidence interval: (.62,.81)

In case you don't understand what these numbers mean, there is a 3.338*10^-17 percentage chance that you will get 72 or more close position spawns or an equivalently small number of close spawns or less out of 100 games with the probability of a close spawn being 1/3.

The confidence interval is an estimate of what the actual probability of spawning in close positions is, so it's about 62% to 81%.

Most likely, this is just a result of pseudo-random number generators failing their job. A larger sample size will always be helpful, but from the OP's data alone you can see that the probability of a "fair" spawner is astronomically low. In fact, in order to expect to see such strange data or stranger if the probability of close spawns was actually 1/3, you would have to do about 3*10^16 trials of 100 games.

That's 3000000000000000000 games of starcraft 2.
Ludwigvan
Profile Blog Joined April 2010
Germany2371 Posts
February 15 2011 22:33 GMT
#194
If you say OP is wrong and not trolling, his test method is flawed. If you start a game on Meta, it is 2v2. Of course you want to hurry, because 100 games is a long time, so you don't change to 1v1. If you then add AI, it will be your teammate. You will then spawn close pos and insta win. So, 72 % cannot be right, it has to be 100 %. Really, OP, tell us exactly how you did this. Your test method was most likely wrong. What was your battle net name again, Hwang Woo-suk?
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
February 15 2011 22:37 GMT
#195
On February 16 2011 06:56 Chill wrote:
Show nested quote +
On February 16 2011 06:55 gerundium wrote:
On February 16 2011 06:51 Chill wrote:
On February 16 2011 06:40 TheGrimace wrote:
I wrote this while updating my sc2gears, but once I got it loaded and checked a few replays, I realized it wouldn't work properly.

Is there a MASSIVE replay pack anywhere? Like 1000+ games on Metalopolis we can feed into SC2Gears?

Alternatively, is there any way to batch download from any popular replay upload sites?


Be wary of replay packs. people select replays to go into those, which would make the test useless (for example i'd expect more frequent cross in packs due to higher potential for epic long games).
We would need to find a replay pack that is completely unbiased, which would mean manually loading up an x number of games in a row. Upload sites do not work because they suffer from the same selection bias as a replay pack.

There really is no other way for this to work otherwise that i can see.

Right, which is why I'm suggesting a tournament replay pack, such as the TLOpen or similar.


I just went through the MLG Dallas replay pack I had lying around in SC2gears:

Close ground: 40
Close air: 30
Cross: 32

12.5% of having 40/102 or more in close ground spots so that's not unreasonable. Definitely nothing like the OP.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
Fraidnot
Profile Blog Joined May 2008
United States824 Posts
Last Edited: 2011-02-15 22:40:46
February 15 2011 22:39 GMT
#196
If there really is an issue with random starting locations, then you'll see it play out the same way on other maps where one set of starting locations is favored above the other two possible. After all they don't use different placement location algorithms for different maps. If you run 100 tests on lost temple you should get the same results.
EcterA
Profile Blog Joined March 2009
United States949 Posts
February 15 2011 22:40 GMT
#197
So, I did a test of 31 games, against a medium comp opponent, 1v1 melee, fastest. These are the results:

Close Ground - 10 - 32.26%
Close Air - 7 - 22.58%
Cross - 14 - 45.16%

I was going to do more, but it really is pretty boring, and it seems like a general consensus in the thread is that the OP's results might have been an anomoly, and that there is a better way to test it. I'll do more if the OP ever comes back to the discussion.
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